Duelism

by waywardone

Duelism 1.0

important: i failed to reduce the cost of oathbearers from 2 to 1 when i uploaded. they aren't worth 2 points, end of story. however, so many people have already downloaded it and i'm not even sure people would use them even at 1 point. give me feedback either on mnet or the mwc forums if you think it's worth fixing. i will fix and re-u/l in time for the ffa tournament if the community wants it. thanks.

Hey. Make a fist. Now take a breath. Now crush your face with your fist. You have just simulated what this map will do to you.

Three versions, all ready to smash your face in and have some ice cream later while your corpse is humiliated and defiled by those you once considered friends.

Timid difficulty reduces the number of units and removes unit trading. This makes it much friendlier for new or inexperienced players or for those who just want to cut back on the intensity a bit.

Legendary doubles the number of units. It really is too many for all 6 starts to have and is more intended for those small 2-team games with 2-4 players per team and 2-team allies games.

Most of the interior ground obstacles are tagged as that rare terrain type "sloped", which is essentially your standard "steep" (soulless, spiders) but also allows ghols and trow (and in this plug, oathbreakers and ubersquirrels).

Flag rally flags are balanced but very atypical.

Stuff You Should Know:

Archers start with 0 flame arrows and can carry a max of 1. Each start has no flame arrows on Timid, 1 on Simple/Normal/Heroic, and a 2nd on Legendary. These arrows are there regardless of whether the start is occupied (so less than 6 teams will result in free flame arrows for everyone that can get to them).

Stampede Uber-Squirrel - slightly slower than an archer - extremely fragile - have access to the Alric bubble from Lichen with a really long recharge but shorter range - invisible on overhead - can move over sloped terrain (like ghols and oathbreakers)

oathbreaker - 1 point - new flavors etc - undead and therefore immune to confusion - walks on water - same health as ghol - healing kills it - same attack speed and damage as warrior - (0.30) movement speed is halfway between warrior (0.33) and archer (0.27) - no reduction in speed on water (most units except floaters like soulless have 20% reduction in media) - is able to traverse "sloped" terrain - 50% resistance to kinetics (arrows, bre bone, etc) - paralysis is only 25% standard duration (cf. ghols 50%) - nearsighted (like dwarves) - invisible on overhead

bre-Unor same as normal bre except for cost (3 instead of 4) and they will not close the distance in between shots, making them actually worth getting.